Gameplay Overview

Shun'ei is a unique rushdown character that sports an airdash akin to those found in anime fighters (e.g. Guilty Gear). What he lacks in grounded blockstrings and options he makes up for in aerial blockstrings by special cancelling j.C or j.CD with the Thruster Vision (the airdash), and air mobility using Blau Wing (air close ranged projectile) or backward/forward Thruster Vision.

Shun'ei is versatile and easy to pick up, making him a solid choice for beginners. His high damage and easy to perform combos make him an alluring choice as an an anchor, while his diverse pool of options makes him a strong choice for battery or second.

Normals

Standing

st. A: A slightly less vertical, but further horizontal jab than cl.a. Doesn’t hit crouchers, and only cancellable to supers or BC Max Mode activation.

st. B: A mid-height kick. A good, low risk poke. His foot rises for the kick, so it can low crush unless the low can reach his back foot. Super and Max cancellable

st. C: A one-inch punch, for lack of a better term. Can press C again for a second hit to BC Max Mode activation confirm. Low-risk, but doesn't have much range. Only Max cancellable

st. D: A long range, decently quick roundhouse. Strong for controlling hop/run space, but it can't hit crouchers. Only Max cancellable

Close

cl. A: Standard anti-air jab. His only 4f normal, and +2 on block, which sets up his one of his only 3f tight frame traps outside of staggers (cl.a(+2), cr.a(5f)). Cancels to any light kick normal and is special cancel-able.

cl. B: A close range knee. +1 on block. Special cancel-able and cancel-able into his F+B command normal.

cl. C: A close range elbow. Would seem fast enough to frame trap with, but the activation range is poor. After one of any of his lights on block, you are out of the activation range.

cl. D: A double hitting kick. Counts as one hit for combo scaling, so it is a good option for the highest damage you can do before BC Max Mode Canceling. Special cancel-able and cancel-able into his F+B command normal.

Crouching

cr. A: A standard crouch jab. His fastest normal that isn’t range specific(5f). Can chain into itself and is +2 on block. Cancel-able to pretty much everything.

cr. B: A standard low kick. 4 frame start-up. Staggering cr.Bs will be one of your strong ways to persuade people to not press buttons through your pressure since he doesn’t have the typical light to close heavy normal frame trap. Cancel-able to other light normals/supers/BC Max Mode activation.

j. B: His best pure air-to-ground. Can cross up, but it’s pretty hard. It's recommended to stick to j.D for crossups.

j. C: A jack-of-all-trades normal. It can be used to jump in, but you need to be very low to the ground because the hitbox is so high. Can cancel into an airdash against a standing opponent, which is good for pressure, or for a quick retreat.

j. D: A good air-to-ground. Improved cross-up ability in version 3.0 but was toned down in 3.10.

Blowback

st. CD: A jumping kick. Low crushes. Slightly unsafe but can cancel to qcb+A to make it a little more safe. Ground hit wall slam can be followed up by qcb+C.

j. CD: A decent all around normal. Soft knockdown, juggle on Counter Hit. Counter Hit confirm with qcb+A/C depending on distance/height. The better of the 2 moves to special cancel into airdash. Pin them in blockstun with jump CD, then you can do an empty jump, airdash j.D, airdash j.236+P, airdash empty jump low, etc. If it counterhits and you airdash, it makes it easy to followup.

Throws

Buster Knee Kick - (b/f + C) close

A knee to the face. Soft knockdown, and knocks them far back making it basically a reset to neutral unless you’re in the corner. In the corner, you have enough advantage to meaty them.

Can be broken

Aerial Leg Throw - (b/f + D) close

Shun’ei slams them down by flipping them head first with his legs.

Can setup a 4F safe jump setup

Can be broken

Hard knockdown.

Command Moves

Sky Axe - F+B

A forward hopping kick. Can be cancelled from special cancel-able normals. Only cancel-able to j.qcf+P when not in max mode, but in max mode can be cancelled late into j.qcb or j.qcb+BD. This move is special cancel-able by itself.

Not safe on block

Special Moves

Scarlet Phantom - (qcb + A/C)

A rush forward, followed by a punch if the opponent is close to you. A very long duration hard knockdown. Both are minus on block, and could possibly be punished by very fast moves like Iori’s qcf~hcb+A+C if done too close. The A (light punch) version goes about 1/3rd of the screen, C (heavy punch) version goes 2/3rds and is a little slower/worse on block. Can delay super cancel to confirm it into qcfx2+B/D.

If whiffed at a certain distance, the punch will not release and there is an enormous amount of recovery.

qcb+A lost its hard knockdown property in version 3.10. qcb+C has Shun’ei sliding closer to the opponent when hit or blocked which makes it easier to punish if blocked.

EX: Similar to the normal version, except a little faster & wall bounces on hit. Also has projectile invuln a few frames into the startup.

Aqua Spear - (qcf + A/C)

A horizontal, stationary projectile. Range is a little less than the round start position, up to about the pinky nail of the projectile hand. Pretty bad on close range block or whiff. Can super cancel on whiff.

Best used to control and defend space in front of Shun’ei briefly

Soft knockdown.

EX: Starts up and recovers faster. Also juggles the opponent in the air during combos in the corner.

Rising Efreet - (dp + A/C)

A slow, but good hitbox anti-air DP (dragon punch). A (light punch) version has upper body invul and stays in place, C (heavy punch) is full invul on startup, but not until impact, and moves forward a little. Juggle options depend on height.

Soft knockdown.

EX: Moves forward, and is full invul until impact. On hit, a second hit pops them up to be juggled by pretty much whatever you want.

Blau Wing - in air (qcf + A/C)

Shun’ei swings a big blue hand in the air. A (light punch) version keeps air momentum, C (heavy punch) version changes air momentum backwards. Juggles are possible after the A version depending on height.

EX: A mix between the two normal versions. It changes air momentum slightly back and down, allowing you to juggle.

Air dashes forward (qcf) and back (qcb). Cancel-able to all air actions. Has a height restriction so you can’t tiger knee (qcf, uf+k) it right away or do it very close to the ground after a cancel-able jump normal.

EX: loses the height restriction, but can’t cancel into air specials.

Super Special Moves

Gaianic Burst - (qcf, qcf + A/C)

Shun’ei summons two hands, forces them together, and fires them. Useful as an antiair, but too slow to be used as a fireball punish.

Can be used in corner combos, and advanced cancelling Specter Extension.

EX: has full invul, fires twice, and has a good first hitbox, so it can be used as an anti air for when his other ex super is too low to the ground to anti-air.

Specter Extension - (qcf, qcf + B/D)

A rush super. One of your main tools to convert random hits, and can be used as a whiff punish. Has fast startup and distance.

EX Has a few frames of invuln on startup, and strike invuln for the dash. It is your go-to finisher for combos using 2 bars. It can be used as an anti-air, similar to Iori's super.

Climax Super Special Moves

Demolish Dimension - (hcb, hcb + A/C)

A straight up vertical angled dp, followed by anime. Anti-air someone with this to make them feel bad about their life choices.

Usually most commonly used in combos after a qcfx2+k to secure a kill, since it is hard to combo into otherwise, and most combos using this don't do terribly much more than using qcfx2+bd.